loverdrive
Prophet of the profane (She/Her)
Eyes her night vision goggles suspiciouslyyou want to make darksight different because it doesn't have any real equivelent anyway
Eyes her night vision goggles suspiciouslyyou want to make darksight different because it doesn't have any real equivelent anyway
Eyes his Cat S62Pro with FLIR camera suspiciouslyEyes her night vision goggles suspiciously
And how does any of that have an impact on the mechanics of Dungeons & Dragons dungeon-crawling?I agree that being more creative is good.
I strongly disagree with some of the sentiment behind the overall post in general.
For both pitched combat and overall strategic command, being able to see in conditions that others cannot is a force multiplier.
That's why night vision is/was a gamechanger in modern combat and things like thermal optics are valuable items.
Well, we're at least referencing D&D and other games that have an ability similar to darkvision. Which is a lot, I think. I think @Argyle King noted correctly that darkvision is an asset. The king didn't note what darkvision can remove from the play experience. So:. . . But we are referencing D&D and the mechanics therein. What is gained by a party entirely made up of characters with darkvision that isn't gained by a party that uses light sources? (Other than the distance enemy creatures have to be away from the PC before they are within sight range, as I mentioned upthread?) Did you read the entire thread before responding to my first post, because I went into far greater detail in subsequent posts.
So you're discounting the value of torch-logistics. That's fine - what about:Yep. Maybe others played differently... but for me the focuses of dungeon crawling were about exploring areas, fighting monsters, and working your way around traps. That was what dungeon crawling was about. The whole resource-management thing was there, sure... but we weren't playing for that... that was just some smaller thing we had to keep half-an-eye on while doing all the important other stuff.
I'm okay with agreeing that darkvision doesn't ruin D&D dungeon-crawling on the grounds that D&D already has enough problems. So, maybe let's not bring D&D into it?Now if there's another game out there (outside the D&D fantasy sphere) that makes getting attacked in melee range by a "grue" a virtual death sentence, and thus you need to notice them earlier at range and kill them all before they move up to you... then sure, things like having enough light sources matter. But I'm willing to bet that those kind of non-D&D dungeon-crawlers with those kinds of creatures don't have darkvision as an option in the first place.
Eyes her night vision goggles suspiciously
It's definitely more difficult to include adversity, rather than making things easy- I think the adversity is what makes a better experience, though. It sort of galls me to say that you're adding an element of difficulty, because it shouldn't be "adding-" having darkvision shouldn't be the default IMO, but here we are :')I'd say darkvision isn't a thing that's makes the game immediately better as soon as you remove it, it takes a bit of experience to make it work without it.
It's definitely more difficult to include adversity, rather than making things easy- I think the adversity is what makes a better experience, though. It sort of galls me to say that you're adding an element of difficulty, because it shouldn't be "adding-" having darkvision shouldn't be the default IMO, but here we are :')
An extreme comparison would be saying "I'd say hit points aren't a thing that makes the game immediately better as soon as you track them, it takes a bit of experience to survive if you're using HP."
Oh yeah, this is entirely a discussion of opinions.I'm not sure either "adding" or "removing" does the discussion good on this sort of thing; its more like the situation of people's tolerance for splitting or lumping in attributes or skills in games; no one has unlimited tolerance for various kinds of in-play difficulties and no-one wants none; its just a question of where you consider it fun and where you consider it just an annoyance, and that's entirely personal.
I suppose that touches on the thing I said about needing some experience to know when to focus on tracking vision and light sources so it's own kind of fun challenge for the players, rather than a chore with no particular stakes involved. Like if you go 'Oh by the way it's been an hour in-game, so your torch just burnt out and you can't see' - 'Oh ok, I just light another one', that's just busywork. It takes some discernment in running games to know when it would be the most interesting time for the torch to burn out, and when to gloss over it, and when to track it properly so the players don't think you're just arbitrarily dicking them over when it would be 'interesting' to do so.I'm not sure either "adding" or "removing" does the discussion good on this sort of thing; its more like the situation of people's tolerance for splitting or lumping in attributes or skills in games; no one has unlimited tolerance for various kinds of in-play difficulties and no-one wants none; its just a question of where you consider it fun and where you consider it just an annoyance, and that's entirely personal.